42 lines
1.8 KiB
C#
42 lines
1.8 KiB
C#
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namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Util class for normal reconstruction.
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/// </summary>
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public static class NormalReconstruction
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{
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private static readonly int s_NormalReconstructionMatrixID = Shader.PropertyToID("_NormalReconstructionMatrix");
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private static Matrix4x4[] s_NormalReconstructionMatrix = new Matrix4x4[2];
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/// <summary>
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/// Setup properties needed for normal reconstruction from depth using shader functions in NormalReconstruction.hlsl
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/// </summary>
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/// <param name="cmd">Command Buffer used for properties setup.</param>
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/// <param name="cameraData">CameraData containing camera matrices information.</param>
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public static void SetupProperties(CommandBuffer cmd, in CameraData cameraData)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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int eyeCount = cameraData.xr.enabled && cameraData.xr.singlePassEnabled ? 2 : 1;
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#else
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int eyeCount = 1;
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#endif
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for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++)
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{
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Matrix4x4 view = cameraData.GetViewMatrix(eyeIndex);
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Matrix4x4 proj = cameraData.GetProjectionMatrix(eyeIndex);
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s_NormalReconstructionMatrix[eyeIndex] = proj * view;
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// camera view space without translation, used by SSAO.hlsl ReconstructViewPos() to calculate view vector.
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Matrix4x4 cview = view;
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cview.SetColumn(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));
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Matrix4x4 cviewProj = proj * cview;
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Matrix4x4 cviewProjInv = cviewProj.inverse;
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s_NormalReconstructionMatrix[eyeIndex] = cviewProjInv;
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}
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cmd.SetGlobalMatrixArray(s_NormalReconstructionMatrixID, s_NormalReconstructionMatrix);
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}
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}
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}
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